Philipp Klaus Krause wrote:
> Some time ago Vector Quantisation (VQ) texture compression was
> implemented in some chips like the PowerVR series or the ATI MAch64 and
> R128.
> Is this still supported by today's hardware?
I think the VQ schemes were basically implemented like an extension of
paletted textures (just using 2x2 or so blocks instead of a per-pixel
palette index), as such they have very likely died together with
paletted textures. Current hardware does not support that (maybe because
indirect lookup is inefficient?).

> Is there an OpenGL extension for it (I looked briefly through those
> texture compression extensions that contain some technical detail about
> the format they're supposed to support, but didn't find anything that
> looked like VQ)?
I don't think so. You could use that without a specific extension, as
ARB_texture_compression doesn't require a compression name or anything
like that (though I don't think there are apps out there which actually
try to use generic compressed formats). And, of course, this way you
could only use it for online compression.

> Is it supported in DRI somehow?
No. You'd have to write the code to compress/decompress the texture on
the cpu (so you definitely need to know what the hw really does with
those formats - pretty sure that all vendors had different schemes).

Roland

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